123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629 |
- #ifdef BUMP
- #extension GL_OES_standard_derivatives : enable
- #endif
- #ifdef LODBASEDMICROSFURACE
- #extension GL_EXT_shader_texture_lod : enable
- #endif
- #ifdef LOGARITHMICDEPTH
- #extension GL_EXT_frag_depth : enable
- #endif
- precision highp float;
- uniform vec3 vEyePosition;
- uniform vec3 vAmbientColor;
- uniform vec3 vReflectionColor;
- uniform vec4 vAlbedoColor;
- uniform vec4 vLightRadiuses;
- // CUSTOM CONTROLS
- uniform vec4 vLightingIntensity;
- uniform vec4 vCameraInfos;
- #ifdef OVERLOADEDVALUES
- uniform vec4 vOverloadedIntensity;
- uniform vec3 vOverloadedAmbient;
- uniform vec3 vOverloadedAlbedo;
- uniform vec3 vOverloadedReflectivity;
- uniform vec3 vOverloadedEmissive;
- uniform vec3 vOverloadedReflection;
- uniform vec3 vOverloadedMicroSurface;
- #endif
- #ifdef OVERLOADEDSHADOWVALUES
- uniform vec4 vOverloadedShadowIntensity;
- #endif
- #if defined(REFLECTION) || defined(REFRACTION)
- uniform vec2 vMicrosurfaceTextureLods;
- #endif
- uniform vec4 vReflectivityColor;
- uniform vec3 vEmissiveColor;
- // Input
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- // Lights
- #include<lightFragmentDeclaration>[0]
- #include<lightFragmentDeclaration>[1]
- #include<lightFragmentDeclaration>[2]
- #include<lightFragmentDeclaration>[3]
- // Samplers
- #ifdef ALBEDO
- varying vec2 vAlbedoUV;
- uniform sampler2D albedoSampler;
- uniform vec2 vAlbedoInfos;
- #endif
- #ifdef AMBIENT
- varying vec2 vAmbientUV;
- uniform sampler2D ambientSampler;
- uniform vec2 vAmbientInfos;
- #endif
- #ifdef OPACITY
- varying vec2 vOpacityUV;
- uniform sampler2D opacitySampler;
- uniform vec2 vOpacityInfos;
- #endif
- #ifdef EMISSIVE
- varying vec2 vEmissiveUV;
- uniform vec2 vEmissiveInfos;
- uniform sampler2D emissiveSampler;
- #endif
- #ifdef LIGHTMAP
- varying vec2 vLightmapUV;
- uniform vec2 vLightmapInfos;
- uniform sampler2D lightmapSampler;
- #endif
- #if defined(REFLECTIVITY)
- varying vec2 vReflectivityUV;
- uniform vec2 vReflectivityInfos;
- uniform sampler2D reflectivitySampler;
- #endif
- // Fresnel
- #include<fresnelFunction>
- #ifdef OPACITYFRESNEL
- uniform vec4 opacityParts;
- #endif
- #ifdef EMISSIVEFRESNEL
- uniform vec4 emissiveLeftColor;
- uniform vec4 emissiveRightColor;
- #endif
- // Refraction Reflection
- #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)
- uniform mat4 view;
- #endif
- // Refraction
- #ifdef REFRACTION
- uniform vec4 vRefractionInfos;
- #ifdef REFRACTIONMAP_3D
- uniform samplerCube refractionCubeSampler;
- #else
- uniform sampler2D refraction2DSampler;
- uniform mat4 refractionMatrix;
- #endif
- #endif
- // Reflection
- #ifdef REFLECTION
- uniform vec2 vReflectionInfos;
- #ifdef REFLECTIONMAP_3D
- uniform samplerCube reflectionCubeSampler;
- #else
- uniform sampler2D reflection2DSampler;
- #endif
- #ifdef REFLECTIONMAP_SKYBOX
- varying vec3 vPositionUVW;
- #else
- #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
- varying vec3 vDirectionW;
- #endif
- #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)
- uniform mat4 reflectionMatrix;
- #endif
- #endif
- #include<reflectionFunction>
- #endif
- // PBR
- #include<pbrShadowFunctions>
- #include<pbrFunctions>
- #include<harmonicsFunctions>
- #include<pbrLightFunctions>
- #include<bumpFragmentFunctions>
- #include<clipPlaneFragmentDeclaration>
- #include<logDepthDeclaration>
- // Fog
- #include<fogFragmentDeclaration>
- void main(void) {
- #include<clipPlaneFragment>
- vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
- // Albedo
- vec4 surfaceAlbedo = vec4(1., 1., 1., 1.);
- vec3 surfaceAlbedoContribution = vAlbedoColor.rgb;
-
- // Alpha
- float alpha = vAlbedoColor.a;
- #ifdef ALBEDO
- surfaceAlbedo = texture2D(albedoSampler, vAlbedoUV);
- surfaceAlbedo = vec4(toLinearSpace(surfaceAlbedo.rgb), surfaceAlbedo.a);
- #ifndef LINKREFRACTIONTOTRANSPARENCY
- #ifdef ALPHATEST
- if (surfaceAlbedo.a < 0.4)
- discard;
- #endif
- #endif
- #ifdef ALPHAFROMALBEDO
- alpha *= surfaceAlbedo.a;
- #endif
- surfaceAlbedo.rgb *= vAlbedoInfos.y;
- #else
- // No Albedo texture.
- surfaceAlbedo.rgb = surfaceAlbedoContribution;
- surfaceAlbedoContribution = vec3(1., 1., 1.);
- #endif
- #ifdef VERTEXCOLOR
- surfaceAlbedo.rgb *= vColor.rgb;
- #endif
- #ifdef OVERLOADEDVALUES
- surfaceAlbedo.rgb = mix(surfaceAlbedo.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);
- #endif
- // Bump
- #ifdef NORMAL
- vec3 normalW = normalize(vNormalW);
- #else
- vec3 normalW = vec3(1.0, 1.0, 1.0);
- #endif
-
- #include<bumpFragment>
- // Ambient color
- vec3 ambientColor = vec3(1., 1., 1.);
- #ifdef AMBIENT
- ambientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
-
- #ifdef OVERLOADEDVALUES
- ambientColor.rgb = mix(ambientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);
- #endif
- #endif
- // Reflectivity map
- float microSurface = vReflectivityColor.a;
- vec3 surfaceReflectivityColor = vReflectivityColor.rgb;
-
- #ifdef OVERLOADEDVALUES
- surfaceReflectivityColor.rgb = mix(surfaceReflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);
- #endif
- #ifdef REFLECTIVITY
- vec4 surfaceReflectivityColorMap = texture2D(reflectivitySampler, vReflectivityUV);
- surfaceReflectivityColor = surfaceReflectivityColorMap.rgb;
- surfaceReflectivityColor = toLinearSpace(surfaceReflectivityColor);
- #ifdef OVERLOADEDVALUES
- surfaceReflectivityColor = mix(surfaceReflectivityColor, vOverloadedReflectivity, vOverloadedIntensity.z);
- #endif
- #ifdef MICROSURFACEFROMREFLECTIVITYMAP
- microSurface = surfaceReflectivityColorMap.a;
- #else
- #ifdef MICROSURFACEAUTOMATIC
- microSurface = computeDefaultMicroSurface(microSurface, surfaceReflectivityColor);
- #endif
- #endif
- #endif
- #ifdef OVERLOADEDVALUES
- microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);
- #endif
- // Compute N dot V.
- float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));
- // Adapt microSurface.
- microSurface = clamp(microSurface, 0., 1.) * 0.98;
- // Compute roughness.
- float roughness = clamp(1. - microSurface, 0.000001, 1.0);
-
- // Lighting
- vec3 lightDiffuseContribution = vec3(0., 0., 0.);
-
- #ifdef OVERLOADEDSHADOWVALUES
- vec3 shadowedOnlyLightDiffuseContribution = vec3(1., 1., 1.);
- #endif
- #ifdef SPECULARTERM
- vec3 lightSpecularContribution= vec3(0., 0., 0.);
- #endif
- float notShadowLevel = 1.; // 1 - shadowLevel
- float NdotL = -1.;
- lightingInfo info;
- #include<pbrLightFunctionsCall>[0]
- #include<pbrLightFunctionsCall>[1]
- #include<pbrLightFunctionsCall>[2]
- #include<pbrLightFunctionsCall>[3]
- #ifdef SPECULARTERM
- lightSpecularContribution *= vLightingIntensity.w;
- #endif
- #ifdef OPACITY
- vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
- #ifdef OPACITYRGB
- opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
- alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;
- #else
- alpha *= opacityMap.a * vOpacityInfos.y;
- #endif
- #endif
- #ifdef VERTEXALPHA
- alpha *= vColor.a;
- #endif
- #ifdef OPACITYFRESNEL
- float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);
- alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;
- #endif
- // Refraction
- vec3 surfaceRefractionColor = vec3(0., 0., 0.);
- // Go mat -> blurry reflexion according to microSurface
- #ifdef LODBASEDMICROSFURACE
- float alphaG = convertRoughnessToAverageSlope(roughness);
- #endif
-
- #ifdef REFRACTION
- vec3 refractionVector = refract(-viewDirectionW, normalW, vRefractionInfos.y);
-
- #ifdef LODBASEDMICROSFURACE
- #ifdef USEPMREMREFRACTION
- float lodRefraction = getMipMapIndexFromAverageSlopeWithPMREM(vMicrosurfaceTextureLods.y, alphaG);
- #else
- float lodRefraction = getMipMapIndexFromAverageSlope(vMicrosurfaceTextureLods.y, alphaG);
- #endif
- #else
- float biasRefraction = (vMicrosurfaceTextureLods.y + 2.) * (1.0 - microSurface);
- #endif
-
- #ifdef REFRACTIONMAP_3D
- refractionVector.y = refractionVector.y * vRefractionInfos.w;
- if (dot(refractionVector, viewDirectionW) < 1.0)
- {
- #ifdef LODBASEDMICROSFURACE
- #ifdef USEPMREMREFRACTION
- // Empiric Threshold
- if (microSurface > 0.5)
- {
- // Bend to not reach edges.
- float scaleRefraction = 1. - exp2(lodRefraction) / exp2(vMicrosurfaceTextureLods.y); // CubemapSize is the size of the base mipmap
- float maxRefraction = max(max(abs(refractionVector.x), abs(refractionVector.y)), abs(refractionVector.z));
- if (abs(refractionVector.x) != maxRefraction) refractionVector.x *= scaleRefraction;
- if (abs(refractionVector.y) != maxRefraction) refractionVector.y *= scaleRefraction;
- if (abs(refractionVector.z) != maxRefraction) refractionVector.z *= scaleRefraction;
- }
- #endif
-
- surfaceRefractionColor = textureCubeLodEXT(refractionCubeSampler, refractionVector, lodRefraction).rgb * vRefractionInfos.x;
- #else
- surfaceRefractionColor = textureCube(refractionCubeSampler, refractionVector, biasRefraction).rgb * vRefractionInfos.x;
- #endif
- }
-
- #ifndef REFRACTIONMAPINLINEARSPACE
- surfaceRefractionColor = toLinearSpace(surfaceRefractionColor.rgb);
- #endif
- #else
- vec3 vRefractionUVW = vec3(refractionMatrix * (view * vec4(vPositionW + refractionVector * vRefractionInfos.z, 1.0)));
- vec2 refractionCoords = vRefractionUVW.xy / vRefractionUVW.z;
- refractionCoords.y = 1.0 - refractionCoords.y;
- #ifdef LODBASEDMICROSFURACE
- surfaceRefractionColor = texture2DLodEXT(refraction2DSampler, refractionCoords, lodRefraction).rgb * vRefractionInfos.x;
- #else
- surfaceRefractionColor = texture2D(refraction2DSampler, refractionCoords, biasRefraction).rgb * vRefractionInfos.x;
- #endif
-
- surfaceRefractionColor = toLinearSpace(surfaceRefractionColor.rgb);
- #endif
- #endif
- // Reflection
- vec3 environmentRadiance = vReflectionColor.rgb;
- vec3 environmentIrradiance = vReflectionColor.rgb;
- #ifdef REFLECTION
- vec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);
- #ifdef LODBASEDMICROSFURACE
- #ifdef USEPMREMREFLECTION
- float lodReflection = getMipMapIndexFromAverageSlopeWithPMREM(vMicrosurfaceTextureLods.x, alphaG);
- #else
- float lodReflection = getMipMapIndexFromAverageSlope(vMicrosurfaceTextureLods.x, alphaG);
- #endif
- #else
- float biasReflection = (vMicrosurfaceTextureLods.x + 2.) * (1.0 - microSurface);
- #endif
-
- #ifdef REFLECTIONMAP_3D
-
- #ifdef LODBASEDMICROSFURACE
- #ifdef USEPMREMREFLECTION
- // Empiric Threshold
- if (microSurface > 0.5)
- {
- // Bend to not reach edges.
- float scaleReflection = 1. - exp2(lodReflection) / exp2(vMicrosurfaceTextureLods.x); // CubemapSize is the size of the base mipmap
- float maxReflection = max(max(abs(vReflectionUVW.x), abs(vReflectionUVW.y)), abs(vReflectionUVW.z));
- if (abs(vReflectionUVW.x) != maxReflection) vReflectionUVW.x *= scaleReflection;
- if (abs(vReflectionUVW.y) != maxReflection) vReflectionUVW.y *= scaleReflection;
- if (abs(vReflectionUVW.z) != maxReflection) vReflectionUVW.z *= scaleReflection;
- }
- #endif
-
- environmentRadiance = textureCubeLodEXT(reflectionCubeSampler, vReflectionUVW, lodReflection).rgb * vReflectionInfos.x;
- #else
- environmentRadiance = textureCube(reflectionCubeSampler, vReflectionUVW, biasReflection).rgb * vReflectionInfos.x;
- #endif
- #ifdef USESPHERICALFROMREFLECTIONMAP
- #ifndef REFLECTIONMAP_SKYBOX
- vec3 normalEnvironmentSpace = (reflectionMatrix * vec4(normalW, 1)).xyz;
- environmentIrradiance = EnvironmentIrradiance(normalEnvironmentSpace);
- #endif
- #else
- environmentRadiance = toLinearSpace(environmentRadiance.rgb);
-
- environmentIrradiance = textureCube(reflectionCubeSampler, normalW, 20.).rgb * vReflectionInfos.x;
- environmentIrradiance = toLinearSpace(environmentIrradiance.rgb);
- environmentIrradiance *= 0.2; // Hack in case of no hdr cube map use for environment.
- #endif
- #else
- vec2 coords = vReflectionUVW.xy;
- #ifdef REFLECTIONMAP_PROJECTION
- coords /= vReflectionUVW.z;
- #endif
- coords.y = 1.0 - coords.y;
- #ifdef LODBASEDMICROSFURACE
- environmentRadiance = texture2DLodEXT(reflection2DSampler, coords, lodReflection).rgb * vReflectionInfos.x;
- #else
- environmentRadiance = texture2D(reflection2DSampler, coords, biasReflection).rgb * vReflectionInfos.x;
- #endif
-
- environmentRadiance = toLinearSpace(environmentRadiance.rgb);
- environmentIrradiance = texture2D(reflection2DSampler, coords, 20.).rgb * vReflectionInfos.x;
- environmentIrradiance = toLinearSpace(environmentIrradiance.rgb);
- #endif
- #endif
- #ifdef OVERLOADEDVALUES
- environmentIrradiance = mix(environmentIrradiance, vOverloadedReflection, vOverloadedMicroSurface.z);
- environmentRadiance = mix(environmentRadiance, vOverloadedReflection, vOverloadedMicroSurface.z);
- #endif
- environmentRadiance *= vLightingIntensity.z;
- environmentIrradiance *= vLightingIntensity.z;
- // Compute reflection specular fresnel
- vec3 specularEnvironmentR0 = surfaceReflectivityColor.rgb;
- vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0);
- vec3 specularEnvironmentReflectance = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(microSurface));
- // Compute refractance
- vec3 refractance = vec3(0.0 , 0.0, 0.0);
- #ifdef REFRACTION
- vec3 transmission = vec3(1.0 , 1.0, 1.0);
- #ifdef LINKREFRACTIONTOTRANSPARENCY
- // Transmission based on alpha.
- transmission *= (1.0 - alpha);
-
- // Tint the material with albedo.
- // TODO. PBR Tinting.
- vec3 mixedAlbedo = surfaceAlbedoContribution.rgb * surfaceAlbedo.rgb;
- float maxChannel = max(max(mixedAlbedo.r, mixedAlbedo.g), mixedAlbedo.b);
- vec3 tint = clamp(maxChannel * mixedAlbedo, 0.0, 1.0);
-
- // Decrease Albedo Contribution
- surfaceAlbedoContribution *= alpha;
-
- // Decrease irradiance Contribution
- environmentIrradiance *= alpha;
-
- // Tint reflectance
- surfaceRefractionColor *= tint;
-
- // Put alpha back to 1;
- alpha = 1.0;
- #endif
-
- // Add Multiple internal bounces.
- vec3 bounceSpecularEnvironmentReflectance = (2.0 * specularEnvironmentReflectance) / (1.0 + specularEnvironmentReflectance);
- specularEnvironmentReflectance = mix(bounceSpecularEnvironmentReflectance, specularEnvironmentReflectance, alpha);
-
- // In theory T = 1 - R.
- transmission *= 1.0 - specularEnvironmentReflectance;
-
- // Should baked in diffuse.
- refractance = surfaceRefractionColor * transmission;
- #endif
- // Apply Energy Conservation taking in account the environment level only if the environment is present.
- float reflectance = max(max(surfaceReflectivityColor.r, surfaceReflectivityColor.g), surfaceReflectivityColor.b);
- surfaceAlbedo.rgb = (1. - reflectance) * surfaceAlbedo.rgb;
- refractance *= vLightingIntensity.z;
- environmentRadiance *= specularEnvironmentReflectance;
- // Emissive
- vec3 surfaceEmissiveColor = vEmissiveColor;
- #ifdef EMISSIVE
- vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
- surfaceEmissiveColor = toLinearSpace(emissiveColorTex.rgb) * surfaceEmissiveColor * vEmissiveInfos.y;
- #endif
- #ifdef OVERLOADEDVALUES
- surfaceEmissiveColor = mix(surfaceEmissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);
- #endif
- #ifdef EMISSIVEFRESNEL
- float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);
- surfaceEmissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;
- #endif
- // Composition
- #ifdef EMISSIVEASILLUMINATION
- vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
-
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #else
- #ifdef LINKEMISSIVEWITHALBEDO
- vec3 finalDiffuse = max((lightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max((shadowedOnlyLightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #else
- vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #ifdef OVERLOADEDSHADOWVALUES
- shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;
- #endif
- #endif
- #endif
- #ifdef OVERLOADEDSHADOWVALUES
- finalDiffuse = mix(finalDiffuse, shadowedOnlyLightDiffuseContribution, (1.0 - vOverloadedShadowIntensity.y));
- #endif
- #ifdef SPECULARTERM
- vec3 finalSpecular = lightSpecularContribution * surfaceReflectivityColor;
- #else
- vec3 finalSpecular = vec3(0.0);
- #endif
- #ifdef SPECULAROVERALPHA
- alpha = clamp(alpha + getLuminance(finalSpecular), 0., 1.);
- #endif
- #ifdef RADIANCEOVERALPHA
- alpha = clamp(alpha + getLuminance(environmentRadiance), 0., 1.);
- #endif
- // Composition
- // Reflection already includes the environment intensity.
- #ifdef EMISSIVEASILLUMINATION
- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + surfaceEmissiveColor * vLightingIntensity.y + refractance, alpha);
- #else
- vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + refractance, alpha);
- #endif
- #ifdef LIGHTMAP
- vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;
- #ifdef USELIGHTMAPASSHADOWMAP
- finalColor.rgb *= lightmapColor;
- #else
- finalColor.rgb += lightmapColor;
- #endif
- #endif
- finalColor = max(finalColor, 0.0);
- #ifdef CAMERATONEMAP
- finalColor.rgb = toneMaps(finalColor.rgb);
- #endif
- finalColor.rgb = toGammaSpace(finalColor.rgb);
- #ifdef CAMERACONTRAST
- finalColor = contrasts(finalColor);
- #endif
- // Normal Display.
- // gl_FragColor = vec4(normalW * 0.5 + 0.5, 1.0);
- // Ambient reflection color.
- // gl_FragColor = vec4(ambientReflectionColor, 1.0);
- // Reflection color.
- // gl_FragColor = vec4(reflectionColor, 1.0);
- // Base color.
- // gl_FragColor = vec4(surfaceAlbedo.rgb, 1.0);
- // Specular color.
- // gl_FragColor = vec4(surfaceReflectivityColor.rgb, 1.0);
- // MicroSurface color.
- // gl_FragColor = vec4(microSurface, microSurface, microSurface, 1.0);
- // Specular Map
- // gl_FragColor = vec4(reflectivityMapColor.rgb, 1.0);
-
- // Refractance
- // gl_FragColor = vec4(refractance.rgb, 1.0);
- //// Emissive Color
- //vec2 test = vEmissiveUV * 0.5 + 0.5;
- //gl_FragColor = vec4(test.x, test.y, 1.0, 1.0);
- #include<logDepthFragment>
- #include<fogFragment>(color, finalColor)
- gl_FragColor = finalColor;
- }
|